Corgi Engine
v9.0
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Add this component to a Character and it'll be able to go up and down ladders. Animator parameters : LadderClimbing (bool), LadderClimbingSpeed (float) More...
Public Member Functions | |
override void | ProcessAbility () |
Every frame, we check if we need to do something about ladders More... | |
virtual void | AddCollidingLadder (Collider2D newCollider) |
Adds a new ladder to the list of colliding ladders More... | |
virtual void | RemoveCollidingLadder (Collider2D newCollider) |
Removes a ladder from the list of colliding ladders More... | |
virtual void | GetOffTheLadder () |
Resets various states so that the Character isn't climbing anymore More... | |
virtual void | JumpFromLadder () |
Called externally when jumping while on a ladder More... | |
override void | UpdateAnimator () |
At the end of each cycle, we update our animator with our various states More... | |
override void | ResetAbility () |
On reset ability, we cancel all the changes made More... | |
Public Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual string | HelpBoxText () |
This method is only used to display a helpbox text at the beginning of the ability's inspector. More... | |
virtual void | SetInputManager (InputManager inputManager) |
Sets a new input manager for this ability to get input from More... | |
virtual void | BindAnimator () |
Binds the animator from the character and initializes the animator parameters More... | |
virtual void | ResetInput () |
Resets all input for this ability. Can be overridden for ability specific directives More... | |
virtual void | EarlyProcessAbility () |
The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed More... | |
virtual void | LateProcessAbility () |
The last of the 3 passes you can have in your ability. Think of it as LateUpdate() More... | |
virtual void | PermitAbility (bool abilityPermitted) |
Changes the status of the ability's permission More... | |
virtual void | Flip () |
Override this to specify what should happen in this ability when the character flips More... | |
virtual void | PlayAbilityStartFeedbacks () |
Plays the ability start sound effect More... | |
virtual void | StopStartFeedbacks () |
Stops the ability used sound effect More... | |
virtual void | PlayAbilityStopFeedbacks () |
Plays the ability stop sound effect More... | |
virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
Registers a new animator parameter to the list More... | |
Public Attributes | |
float | LadderClimbingSpeed = 2f |
the speed of the character when climbing a ladder More... | |
bool | ForceRightFacing = false |
force face right when on a ladder (useful for 3D characters) More... | |
bool | ForceAnchorToGroundOnExit = false |
forces the character to teleport to the ladder platform when reaching the ladder's top More... | |
float | MinimumTimeAfterLadderJump = 0.5f |
the time (in seconds) between jumping from a ladder and being able to climb another one (or the same one) More... | |
bool | NoInputClimb = false |
if this is true, the Player won't have to press up to climb a ladder, simply colliding with one will cause the climb More... | |
bool | NoInputClimbAirOnly = false |
if this is true, the character will have to be in the air for NoInputClimb to activate More... | |
Public Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility | |
MMFeedbacks | AbilityStartFeedbacks |
the feedbacks to play when the ability starts More... | |
MMFeedbacks | AbilityStopFeedbacks |
the feedbacks to play when the ability stops More... | |
bool | AbilityPermitted = true |
if true, this ability can perform as usual, if not, it'll be ignored. You can use this to unlock abilities over time for example More... | |
CharacterStates.MovementStates[] | BlockingMovementStates |
an array containing all the blocking movement states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while Idle or Swimming, for example. More... | |
CharacterStates.CharacterConditions[] | BlockingConditionStates |
an array containing all the blocking condition states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while dead, for example. More... | |
Weapon.WeaponStates[] | BlockingWeaponStates |
an array containing all the blocking weapon states. If one of the character's weapons is in one of these states and yet the character tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while attacking, for example. More... | |
Protected Member Functions | |
override void | Initialization () |
On Start(), we initialize our various flags More... | |
virtual void | ComputeClosestLadder () |
Determines the current, highest and lowest ladders if there are any More... | |
virtual void | HandleLadderClimbing () |
Called at ProcessAbility(), checks if we're colliding with a ladder and if we need to do something about it More... | |
virtual void | HandleFeedbacks () |
virtual void | StartClimbing () |
Puts the character on the ladder More... | |
virtual void | StartClimbingDown () |
Puts the character on the ladder if it's standing on top of it More... | |
virtual void | SetClimbingState () |
Sets the various flags and states More... | |
virtual void | Climbing () |
Handles movement on the ladder More... | |
virtual bool | AboveLadderPlatform () |
Determines if the player is above the ladder's platform (usually positioned near the top) More... | |
override void | OnDeath () |
When the character dies, we make sure it gets off the ladder first More... | |
override void | InitializeAnimatorParameters () |
Adds required animator parameters to the animator parameters list if they exist More... | |
Protected Member Functions inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual void | Start () |
On Start(), we call the ability's intialization More... | |
virtual void | InternalHandleInput () |
Internal method to check if an input manager is present or not More... | |
virtual void | HandleInput () |
Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met More... | |
virtual void | OnRespawn () |
Override this to describe what should happen to this ability when the character respawns More... | |
virtual void | OnHit () |
Override this to describe what should happen to this ability when the character takes a hit More... | |
virtual void | OnEnable () |
On enable, we bind our respawn delegate More... | |
virtual void | OnDisable () |
On disable, we unbind our respawn delegate More... | |
Protected Attributes | |
BoxCollider2D | _boxCollider |
List< Collider2D > | _colliders |
CharacterHandleWeapon | _characterHandleWeapon |
int | _ladderClimbingUpAnimationParameter |
int | _ladderClimbingSpeedXAnimationParameter |
int | _ladderClimbingSpeedYAnimationParameter |
float | _lastJumpFromLadderAt = -float.MaxValue |
Protected Attributes inherited from MoreMountains.CorgiEngine.CharacterAbility | |
Character | _character |
Transform | _characterTransform |
Health | _health |
CharacterHorizontalMovement | _characterHorizontalMovement |
CorgiController | _controller |
InputManager | _inputManager |
CameraController | _sceneCamera |
Animator | _animator |
CharacterStates | _state |
SpriteRenderer | _spriteRenderer |
MMStateMachine< CharacterStates.MovementStates > | _movement |
MMStateMachine< CharacterStates.CharacterConditions > | _condition |
bool | _abilityInitialized = false |
CharacterGravity | _characterGravity |
float | _verticalInput |
float | _horizontalInput |
bool | _startFeedbackIsPlaying = false |
List< CharacterHandleWeapon > | _handleWeaponList |
Static Protected Attributes | |
const string | _ladderClimbingUpAnimationParameterName = "LadderClimbing" |
const string | _ladderClimbingSpeedXAnimationParameterName = "LadderClimbingSpeedX" |
const string | _ladderClimbingSpeedYpAnimationParameterName = "LadderClimbingSpeedY" |
Properties | |
Vector2 | CurrentLadderClimbingSpeed [get, set] |
the current ladder climbing speed of the character More... | |
bool | LadderColliding [get] |
true if the character is colliding with a ladder More... | |
Ladder | CurrentLadder [get, set] |
the ladder the character is currently on More... | |
Ladder | HighestLadder [get, set] |
the highest ladder the character is currently colliding with More... | |
Ladder | LowestLadder [get, set] |
the lowest ladder the character is currently colliding with More... | |
Properties inherited from MoreMountains.CorgiEngine.CharacterAbility | |
virtual bool | AbilityAuthorized [get] |
virtual bool | AbilityInitialized [get] |
true if the ability has already been initialized More... | |
Add this component to a Character and it'll be able to go up and down ladders. Animator parameters : LadderClimbing (bool), LadderClimbingSpeed (float)
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protectedvirtual |
Determines if the player is above the ladder's platform (usually positioned near the top)
true
, if the player is above the ladder's platform, false
otherwise.
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Adds a new ladder to the list of colliding ladders
newCollider |
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protectedvirtual |
Handles movement on the ladder
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protectedvirtual |
Determines the current, highest and lowest ladders if there are any
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Resets various states so that the Character isn't climbing anymore
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protectedvirtual |
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protectedvirtual |
Called at ProcessAbility(), checks if we're colliding with a ladder and if we need to do something about it
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protectedvirtual |
On Start(), we initialize our various flags
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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protectedvirtual |
Adds required animator parameters to the animator parameters list if they exist
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Called externally when jumping while on a ladder
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When the character dies, we make sure it gets off the ladder first
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Every frame, we check if we need to do something about ladders
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Removes a ladder from the list of colliding ladders
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On reset ability, we cancel all the changes made
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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Sets the various flags and states
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Puts the character on the ladder
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protectedvirtual |
Puts the character on the ladder if it's standing on top of it
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At the end of each cycle, we update our animator with our various states
Reimplemented from MoreMountains.CorgiEngine.CharacterAbility.
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bool MoreMountains.CorgiEngine.CharacterLadder.ForceAnchorToGroundOnExit = false |
forces the character to teleport to the ladder platform when reaching the ladder's top
bool MoreMountains.CorgiEngine.CharacterLadder.ForceRightFacing = false |
force face right when on a ladder (useful for 3D characters)
float MoreMountains.CorgiEngine.CharacterLadder.LadderClimbingSpeed = 2f |
the speed of the character when climbing a ladder
float MoreMountains.CorgiEngine.CharacterLadder.MinimumTimeAfterLadderJump = 0.5f |
the time (in seconds) between jumping from a ladder and being able to climb another one (or the same one)
bool MoreMountains.CorgiEngine.CharacterLadder.NoInputClimb = false |
if this is true, the Player won't have to press up to climb a ladder, simply colliding with one will cause the climb
bool MoreMountains.CorgiEngine.CharacterLadder.NoInputClimbAirOnly = false |
if this is true, the character will have to be in the air for NoInputClimb to activate
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getset |
the ladder the character is currently on
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getset |
the current ladder climbing speed of the character
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getset |
the highest ladder the character is currently colliding with
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get |
true if the character is colliding with a ladder
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getset |
the lowest ladder the character is currently colliding with